use real alpha blending algorithm to avoid sickly looking colors on some platforms

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@43440 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Benjamin Williams 2006-11-16 08:25:09 +00:00
parent a500c7ed7a
commit 4cd1d19679

View File

@ -56,14 +56,57 @@
// wxAuiManager::SetDockArt()
wxColor wxAuiStepColour(const wxColor& c, int percent)
// wxAuiBlendColour is used by wxAuiStepColour
double wxAuiBlendColour(double fg, double bg, double alpha)
{
int r = c.Red(), g = c.Green(), b = c.Blue();
return wxColour((unsigned char)wxMin((r*percent)/100,255),
(unsigned char)wxMin((g*percent)/100,255),
(unsigned char)wxMin((b*percent)/100,255));
double result = bg + (alpha * (fg - bg));
if (result < 0.0)
result = 0.0;
if (result > 255)
result = 255;
return result;
}
// wxAuiStepColour() it a utility function that simply darkens
// or lightens a color, based on the specified percentage
// ialpha of 0 would be completely black, 100 completely white
// an ialpha of 100 returns the same colour
wxColor wxAuiStepColour(const wxColor& c, int ialpha)
{
if (ialpha == 100)
return c;
double r = c.Red(), g = c.Green(), b = c.Blue();
double bg;
// ialpha is 0..200 where 0 is completely black
// and 200 is completely white and 100 is the same
// convert that to normal alpha 0.0 - 1.0
ialpha = wxMin(ialpha, 200);
ialpha = wxMax(ialpha, 0);
double alpha = ((double)(ialpha - 100.0))/100.0;
if (ialpha > 100)
{
// blend with white
bg = 255.0;
alpha = 1.0 - alpha; // 0 = transparent fg; 1 = opaque fg
}
else
{
// blend with black
bg = 0.0;
alpha = 1.0 + alpha; // 0 = transparent fg; 1 = opaque fg
}
r = wxAuiBlendColour(r, bg, alpha);
g = wxAuiBlendColour(g, bg, alpha);
b = wxAuiBlendColour(b, bg, alpha);
return wxColour((int)r, (int)g, (int)b);
}
wxColor wxAuiLightContrastColour(const wxColour& c)
{
int amount = 120;